v5 Quickstart
v5 Quickstart
v5 Quickstart
The Monster
Monster(s):
A Vampi
Vampire
re:: Te Masquer
Masquerade
ade 5th
5th Edition
Edition
Quicksart
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MP I R E – T H E M A S Q U E R A D E
n a small American town , someone is killing people and aking their blood, which is
I
What is a always a problem for vampires. If it is
i s a human being, it might draw
draw attention to the
Role-Playing Game? true predators of the nigh.
If it is Kindred , the Masquerade is in jeopardy. If it is something else...
1 2
A role-playing game
(RPG) is a co-creation In this quickstart scenario o Vampire: the Masquerade h edition, you and a
game in which players couple of friends will portray inhuman vampires doing their best to stay unliving
assume the roles of in a world lled with peril. In this particular instance, they have been tasked to
characters in a ctional nd a killer before the increased police and civilian scrutiny causes trouble for the
setting. Players act vampires in the region.
out these roles within
a story, both through
literal acting and verbal What you will need:
description. A Story- ■ A copy of this document, preferably printed so you can
can refer to it during play
teller (“Game Master” and hand out physical copies of the characters and handouts.
in many other games) is ■ Five people, one of whom is acting as Storyteller (and who should be the only
responsible for describ- one reading all of this document).
ing the world, playing ■ Pens and paper for taking notes.
all characters that are ■ Several ten-sided dice in ttwo
wo colors.
colors.
not player characters,
presenting the plot, NOTE: Vampire: the Masquerade is a mature game, dealing with serious and
and helping the story sometimes disturbing themes. Make sure that all participants are comfortable
progress. with this before playing the game. “The Monster(s)” contains explicit violence and
murder, the taking of blood without consent, violations of personal integrity and
references to sexual predation. Always remember that you are not your charac-
ter, and that it is assumed that you are comfortable with exploring morality from
a perspective that isn’t your own. Also note that this isn’t your typical “succeed
or fail” RPG scenario - there are few happy endings.
e Storyteller should start by reading through the scenario at least once, so that he
or she is familiar with the general outline. Present the characters to the players and
distribute them as you as a group see t. Give the players some time to read through
the characters and ask any questions
q uestions before you read t he “Welcome to the World
World of
Darkness” text below, which also starts o the scenario.
e rules o Vampire: the Masquerade that are relevant for this scenario are
interspersed throughout, as well as in the character descriptions. Should the players
go signicantly “o book”, feel free to use rules presented later in the document, or
you as the Storyteller
Story teller will have to improvise.
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Welco
Welcome
me to the
Worl
Worldd of Darkness
Welcome
Welcome to the World
World of Darkness. It is a world not
unlike our own, seen through a darkened lens. As the
unknowing humans sleep, monstrous vampires prowl,
sustaining their undead existence with human blood.
Over the years, these master predators have organised
themselves in a neo-feudal structure, built on bonds of
blood and favor.
In this scenario, you will be portraying four such
vampires, forming a coterie
coter ie (a tight-knit
tight-knit group of vam-
pires) working at the behest of their undead masters to
remove threats to the Masquerade.
As vampires, you can sustain
susta in damage far beyond
what would kill a morta l, and have access to vampiric
powers to bend as well as break those t hat oppose you.
However, daytime is no longer yours, and sunlight
burns your esh. Human food or drink rapidly comes
up again. But that pales in comparison with the
Hunger: the only thing that sustains you is blood, and
sooner or later, you always want more. Deny that urge
and be prepared to face the consequences.
In this particular instance, your characters have
been sent to hunt for a killer who might inadvertently
draw attention to vampirekind. Sam Stokes, your
master, is responsible for keeping a lid on things in
your region, and has sent you to meet with her co ntact
in the local police force for more details.
e hunt for the monster(s)
mon ster(s) is on.”
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that the protagonists will not solve a “whodunnit?”. out that players are inventive: they will go places
Instead, they will be confronted by their own natures neither you nor the scenario designer
desig ner dreamed of.
as they unravel the mystery behind the murders. It is When that happens, you as a Storyteller will have
semi-railroaded in that several scenes propel the plot to improvise. Tis applies particularly to inventive
forward without much player input (victim three and use of Disciplines - Juana could conceivably ask the
four) but it also has several open scenes, where the animals anything, anywhere; Paul could use Pre-
player characters are le to their own dev ices. monition anywhere. Always give away something,
e main diculty from a Storyteller point of but not too much.
view is foreshadowing the reveal in chapter t hree just ■ Where does the coterie sleep during the day? It
enough, as well as managing the shi in mood that is assumed that they live in a specially furbished
occurs over chapter two. mobile home, but they are of course free to make
other arrangements if they wish.
THEME , MOOD , RECURRING MOTIFS ■ If the coterie knows what is best for them, they
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In this case there aren’t any such traces, but Webber MARCUS LECTOR , THE CLOT COLLECTOR
nevertheless recognises the value of vampires staying Marcus Lector is a vampire of means, and spends his
hidden. As well as catching murderers, of course. time collecting victims with rare and delicate blood
that sometimes even yields supernatural eects. He
SAM STOKES , THE KINDRED SHERIFF especially savors the blood of serial killers and other
Madame Sam Stokes is the law among Kindred in remorseless ne’er-do-wells, and is thus on a similar
these parts, and has been so for a long time. Once a mission as the coterie.
eldworker, nowadays a shotcaller behind the scenes, Including Marcus in the scenario is optional,
Sam’s foremost job is protecting the Masquerade. serving as foil and/or opportunity, depending on the
She is the one that has sent the coterie to meet with coterie’s actions.
Detective Webber, and is available to contact if the
coterie runs out of ideas or needs strings pulled. (She THE MONSTER
also makes an appearance in the ashback in Chapter Ever since that fateful night thirty years ago poor
ree.) Martha has been trying to piece together what hap-
pened to her younger sister. ey say it was a serial
HARRY LLOYD , THE OBSESSED FAN killer, but some things don’t add up. ere are details
One night three decades ago, a heavily intoxicated missing, things subdued. Piece by piece, she has recon-
Harry Lloyd did something that has come to plague structed that night at the hotel and what followed, and
him his entire life. He had long been obsessed with sci- a whole world of darkness and pain ha s been revealed
movie mega starlet Eliza Burton, a young actress of to her. is has caused her mind to irrevocably snap,
considerable fan acclaim. A toxic fan, he took his xa- and out of pain and vengeance she is now looking to
tion too far, frequently visiting Eliza’s house without recreate the events of thirty years ago in her own,
her knowledge and tracing her every movement. is twisted way, before her health gives out.
fateful night, aer drinking a little too much, Harry
broke into Eliza’s home, and when she told him to THE COTERIE
leave, he lashed out. He murdered her. Or that’s what See the appendix for descriptions of the player charac-
the papers and the judge said. Harry maintained his ters. As with the other descriptions in the book, there
innocence — of the murder, at least — and still does to is little in the way of physical description here, leaving
this day. it to the players to imagine what their characters are
He was released from prison a few months ago and like. Some parts of the character sheet relate to sys-
was hopeful his crime would have been forgotten. e tems not in this quickstart - ignore those for now.
tabloids ensured this would not be the case, clickbait
articles and thinkpiece vlogs creating an Eliza Burton
renaissance while portraying Lloyd as a wretched
obsessive fan.
He now lives a miserable existence in his house,
ostracized by the community, from which he is oen
the subject of harassment and vandalism. He would
have moved long ago if he had the means.
e coterie might encounter Harry already in
chapter one, but he otherwise shows up in chapter
two.
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seen a cop show or two, so as not 3 (a common Dificulty for challenging Example: Charles has a hunger level
to be completely lost at how to situations), Aileen succeeds and the of three, and his player has therefore
investigate a murder. attendant is properly distracted. placed three o-colour dice on the
character shee. When it is time to
Criticals roll for a ask with ive dice, Charles’
Rules in this Whenever you make a roll and get player substitutes three of those dice
two or more tens (‘0’ on many ten- for Charles’ hunger dice.
chapter: sided dice), you have scored a cr iti-
cal, and get two extra successes! Messy criticals
e rules you will be using in this Whenever you score a critical and
chapter are basic rolls, willpower and Willpower at least one ‘10’ (‘0’) comes from
hunger. Players who are unsatised a hunger dice, the character’s
with their rolls may spend a point vampiric nature (also known as
Basic rolls of their character’s Willpower - a “e Beast”) makes itself known.
Basic rolls are simple - whenever measure of mental fortitude - to You get two extra successes, but
a character wants to accomplish re-roll up to three non-hunger perform the action as a vampire
something that is dicult and dice. Note that this may negate would: killing someone you were
the outcome is uncertain, add messy criticals and bestial failures trying to subdue, ashing fangs
one character attribute (Strength, (see below). To spend a point of at someone you were trying to
Composure, etc) to one character Willpower, simply check one Will- intimidate, feeding from someone
skill3 (Drive, Larceny, etc.), roll power box. ere is no way to re- you met when canvassing, etc.
that many dice and count all that gain willpower in this quickstart;
come up 6 or more: this is the what you get you need to make last Example: when perusing the archives
number of successes. If the num- until the end of the scenario. to ind out if there have been any
ber of successes equals or exceeds similar murders in the pas, Paul’s
the Diculty of the task (set by Hunger player rolls two tens, one of which is
the Storyteller) the character suc- Hunger is the eternal curse of all on a hunger die. Engrossing himself in
ceeds. vampires, driving them to hunt the archives, Paul uncovers plenty of
for blood to satisfy their bestial information, but when the archivist
urges. As the hunger of a vampire checks up on him, Paul’s annoyance at
increases, these urges will eventu- being interrupted results in him b reak-
3 Sometimes e.g. a Discipline rating is
substituted for a skil, and on some occa-
ally drive it to inhuman actions. ing the archivist’s arm.
sions two attributes are rolled Keep track of each player charac-
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Bestial failure
If you fail your roll and at least one
hunger die shows a ‘1’, the Hunger
interferes with your action and
the Beast manifests. You cause
some kind of problem for you (and
probably the coterie), just like with
a messy critical, while also failing
spectacularly.
If you fail to come up with Example: Juana wishes to use Feral due to vampire fangs having a
something appropriate, stress Whispers (see Juana’s description in supernatural intoxicating eect
increases your Hunger by one the appendix) to ask the rats in an as they pierce the blood vessel. If
instead. area to warn the coterie if someone the vampire takes the time to hit
approaches. Feral Whispers has a cost a vein or artery correctly and licks
Rouse checks and of one Rouse check, so Juana’s player the wound closed aerward, the
using the Blood rolls a single die and increases Juana’s victim may only remember the
Hunger increases whenever a hunger by one if it shows 1-5. encounter as a hazy drug trip, an
player fails a Rouse check, and interlude of weird sex, or a deliri-
decreases when the vampire feeds. If Hunger is already at 5, the vam- ous fog of drunken intimacy.
Rouse checks are made whenever pire can no longer take voluntary As a general rule, attempt-
the vampire uses its Blood, and Rouse checks. ing while feeding to preserve the
every evening when it rises from No matter the result of the victim’s life, health, and igno-
sleep. To make a Rouse check, Rouse check, the desired eect rance (all of which of course also
simply roll one die, and if isn’t (using a Discipline power, mend- preserve the Masquerade) takes
a success, the vampire’s Hunger ing damage or adding the extra longer than simply ripping open
increases by one. die) always triers. e Rouse an artery and slurping down the
Vampires can use the Blood to check only determines if Hunger red stu. On the other hand, a vic-
get an extra die on any roll, and increases as a result. If it does, add tim who ghts back slows things
to power their inhuman abilities, the Hunger dice aer the eect down and endangers the Masquer-
called Disciplines (each player resolves. ade. A vampire can drain and kill
character’s Disciplines are de- a helpless or otherwise unresisting
scribed on their character sheet). Feeding human in roughly ve turns.
Drinking blood reduces a vam- For the purposes of this quick-
Example: Paul wants a little extra on pire’s Hunger level by a xed start, taking a non-lethal sip from
a roll to escape some hunters, and uses amount. Draining a human of a human reduces Hunger by one or
the Blood to get an extra die. Aer blood, thereby killing them, is two, completely draining a human
the roll, regardless of success or ailure the only way to reduce Hunger reduces it by ve, including the
rate, the player rolls a single die and to 0. It takes time and care to last Hunger dice. Draining several
increases Paul’s hunger by one if it drink blood properly. e bite of a animals may also reduce Hunger
shows 1-5. vampire is euphoric to the victim, by one.
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SUCCESSES INFORMATION (
YOU GET EVERYTHING ON
Te families LOWER LEVELS )
Interviewing the families of the victims under what- 0 “Whoever you are, fuck off!”
ever pretext is a straightforward task, and they are a
1 Carl claimed to have plenty of enemies:
little confused that the police haven’t done so a lready.
people who wished him ill and often
Unless approached early in the night, they will be assaulted him. The parents have never
asleep when the characters arrive. seen these people.
Simon Drummer’s family is very forthcoming, and
2 Carl was a successful businessman, and
best interviewed with a Charisma + Persuasion roll. paid for room and board at his parents’
place.
SUCCESSES INFORMATION (
YOU GET EVERYTHING
3 Carl instructed his parents to “get rid
BELOW YOUR LEVEL OF SUCCESS AS
WELL )
of all his stuff if something happened”
so the parents burnt it all. He’d had a
0 The coterie gets nothing but polite lot of chemistry equipment, a comput-
pleasantries. er and bundles of unsent packages.
1 Simon had no enemies and was well- 4 Carl’s business involved a lot of
liked by everyone. chemistry, strange smells, and lots of
2 All that slander about him is blatantly packages going out. He had all contacts
false, and will not be repeated. on his computer.
3 Several girlfriends have claimed Simon 5+ Carl was deeply paranoid, and lately
had been “less than a perfect gentle - complained that someone was stalking
man” with them. him “AFK”, whatever that means.
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2 • The folks around here are pious and Hitting the books
righteous (dubious). ■ Searching the archives for similar crimes in the
• A lot of people around here are area yields nothing unless the character scores four
suspicious of authority, and like to take or more successes on a Resolve + Investigation roll.
matters into their own hands (true).
In this case they discover that something did hap-
• The postmaster always carries a
pen in a neighboring region thirty years ago, but
heavy load to and from Carl’s place.
this has been carefully expunged from all records
• Large packages go in, small packages
(See Chapter Tree - the characters are chasing
come out (true).
their own tail here).
3 • Harry Lloyd is a known stalker and ■ Looking for possible suspects also u ses Resolve +
murderer who served his time. He
Investigation, and reveals the existence and ad dress
lives around here, and people have
given him the what-for many times, but of Harry Lloyd with three successes.
he is protected by the police (true). ■ Seeking the history of the region gives nothing
• People here are suspicious and su - substantial.
perstitious, prone to vicious gossip and
mob mentality (true). Encounter: Harry Lloyd
• “There are monsters out there. If the players uncover Harry Lloyds existence, they
They need to be hunted down without might decide to pay him a visit (otherwise he features
mercy.” (true, but not in the way they heavily in the next chapter). If they ask Webber about
think). it he says that he doesn’t keep track of “every ex-con
4 • A suit and his goons have been pok - who committed a crime back when Reagan was presi-
ing around lately. They drive two fancy dent”.
cars and look dangerous (true, this is Harry has nothing to oer except to stress his
Marcus Lector, see below).
innocence, and with a Wits + Insight (Diculty 3)
• There are generally no homeless one gets the impression that he is telling the truth.
people around here (not true), but
Intimidation yields nothing but a sobbing wretch of a
people claim to have seen a vagrant
several times at night (true, this is the man who begs for mercy.
victim in scene three).
• People in this region take an active Encounter: Marcus Lector
stance when it comes to making sure At some point the players should be contacted by one
the community is safe from monsters, of Marcus’ goons, who says his boss wants to meet. It
and the authorities turn a blind eye, if is also possible that the coterie goes out to confront
they even know (true). Marcus aer having heard the talk on the town;
5+ • Simon has severely beaten several regardless the scene plays out the same. e goon will
girls from school over the years (true). reveal that Marcus is “of the Blood” and an “interested
• Carl was the “crack king” of the party”, nothing more. If the coterie ref uses, Marcus
county and sold to everyone, including will instead seek them out, and be signi cantly less
minors (true). polite. He can also contact the coterie throug h Sam, if
• The fancy suit is st aying at a fancy necessary. If asked, Sam is cautious when it comes to
motel off the ‘56 (true, this is where Marcus and oers no advice.
Marcus Lector sleeps during the day).
Marcus knows of the coterie’s mission through the
grapevine, and has a proposition for them, which he
makes aer small talk at the motel where he stays. A
Wits + Awareness roll (Diculty 4) reveals that Mar-
cus’ goons are signicantly armed, and equipped with
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V A MP I R E – T H E M A S Q U E R A D E
tasers. ey have also brought a disguised ambulance players have been investigating. However, at the end of
and restraints. Marcus collects Dyscracias or “Clots”: the night also works, as this will make the beginning
rare formations of human blood that have mystical of the next chapter a race against the sun as well.
properties. He claims that the Clots of serial killers Webber directs them to a long-abandoned apart-
are the best, as they “take away all the guilt, all the ment building a ways away from the town proper, and
anguish” from “that most pleasurable activity”. If the asks that the characters contact him with instructions
coterie nds the murderer, Marcus wants him or her, when they are done at the scene (he ex pects to be told
alive, and is oering the coterie a major Boon4 as pay- to either clean it up, call it in or do nothing). He will
ment. Should they nd but not give him the murder- not join them.
er, he will be “most displeased”, but does not elaborate. On the third oor there is an obvious squat, where
someone has been living for quite some time. ere is
rudimentary scavenged furniture, bedding, and drug
Scene Three: paraphernalia. In one of the room s lies the corpse of
a vagrant, similarly savaged as the earlier victims, but
The third victim visibly less so. As usual, ask each player in turn what
they want to do in the scene.
Scene ree begins when Detective Webber calls the
coterie to inform them that there has been a third Investigating the corpse
murder, and this time the players can be rst on the e victim has not been drained of blood, evident
scene. is is likely to occur in the beginning of the from the fact that she lies in a huge pool of it. e
second or third night, depending on how long the youthful face is untouched, and Composure + Investi-
gation (Diculty 2) reveals that there is signicantly
4 A favour in Kindred parlance. A major Boon from someone as less slashing than on the previous victims, as if the
powerf ul as Marc us is a signi cant gain for the coterie , who other-
wise stand s to gain only t he lack of displea sure fro m their mast er
murderer suddenly stopped. ree successes reveals
for a job well done. that the cuts seem more methodical.
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Keeping watch/idling
Even if no character purposely keeps watch (as they have little
incentive to do so) allow any character who idles or merely assists
another character a Wits + Awareness roll (Diculty 3) to notice
several shapes moving in the darkness outside the building.
Proceed to Act Two.
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Ranged weapons damage (for the purposes of Mark Aravated damage on the
Ranged combat is resolved as a this quickstart, the storyteller character sheet by making an “X”
contest, usually vs the defender’s assigns weapon damage - a on the tracker.
Dexterity + Athletics. In cases knife might be +1, a rie +3).
where two combatants are attack- Impairment
ing each other at range, you can Example: Firing her pistol, Aileen gets Once the character sustains
resolve it as a two-sided Firearms two more successes than the opponen. enough damage of either type, or
conict (see above). is assumes Adding the pistol’s weapon rating a mix, to ll their tracker, they
that the subjects have access to of +2, the arget suers 4 points of are Impaired. Impaired characters
limited cover, such as a car or the damage. lose two dice from all relevant dice
corner of a building. A character pools: Physical pools and any other
with no available cover subtracts Types of damage pools the Storyteller believe to be
two dice from their defense pool. In the Storyteller System, damage similarly weakened.
comes in two types: At the Storyteller’s discretion,
Dodging mortals are incapacitated at this
When engaged in a Brawl or Melee ■ Supercial damage: bruises, stage. For every level of damage
conict, the defender can always sprains, grazes, and the like of either kind, Supercial or Ag-
opt to use their Dexterity + Ath- but not immediately life- gravated, a character takes while
letics instead of a combat skill to threatening injury. Fists, kicks, Impaired, convert one previously
defend. If they do, they inict no and non-lethal weapons, such sustained Supercial damage to
damage on the opponent, no mat- as tasers, do Supercial dam- Aravated damage on a one-for-
ter the margin, if they win. age to humans. Standard weap- one basis. Turn the “/” to a “X”
ons, such as hand guns and on the track. Remember to halve
Multiple opponents blades, do Supercial damage Supercial damage as usual before
In a conict where teaming up to vampires. converting it.
makes sense, a character facing
multiple opponents loses one die ■ Aravated damage: broken Te end of the tracker
from their defence pool for each bones, wounds, and life- A character with their tracker
successive opponent that targets threatening injuries. Sharp and completely lled with Aravated
them. In order to attack multiple piercing weapons do Ara- damage is out of the conict, pos-
foes as a single action, a character vated damage to humans. Fire, sibly permanently. In a physical
must split their attack dice pool. sunlight, and the claws and combat, they are comatose or dead
teeth of some supernatural (if mortal), or fall into torpor (if
Damage creatures do Aravated dam- a vampire; in this quickstart this
In a physical conict, damage age to vampires. eectively takes the character out
targets Health. e winner of each of the scenario).
contest applies their success mar- Tracking damage
gin to the loser’s relevant tracker Characters apply their damage to
as damage. Sometimes, circum- the Health track. Unless otherwise Healing Damage
stances mandate extra damage stated, divide Supercial dam- Vampires can heal one Supercial
aer the contest: age in half (rounded up) before damage level per turn by making a
applying it to the tracker. Mark Rouse check.
■ If the winner used a weapon, each level of Supercial damage
they add the relevant weapon’s on the character sheet by making
damage rating to the total a “/” in one box on the tracker.
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V A MP I R E – T H E M A S Q U E R A D E
Scene One: Roughly half of the posse are war veterans, have six
dice in their pools and are armed with AR-15:s (+1 dice
In our midst! to the attack pool; damage +3) or shotguns (damage
+4). ey have six boxes in their health t racker. e
is scene is a pure action scene, with the players rest have four dice, are armed with baseball bats, golf
trying to escape from a posse of “monster hunters”, clubs and similar weapons (damage +2), and have ve
who think they are hunting a serial killer, and believe boxes in their health trackers. If you really want to
most human evil to be of supernatural origin. What spice things up, have one or two armed with molotov
complicates matters is the fact that simply killing the cocktails5 (damage +0, but aravated versus vam-
attackers probably isn’t compatible with keeping a pires).
low prole and preserving the Masquerade. Note that
it is quite possible that this scene ends quickly, if the
characters bolt rst thing; especially if they spot the What if the coterie massacres the posse? Well, if
hunters early. they hide the bodies and no-one lives to tell, nothing
Unbeknownst to the coterie, another party has happens before the end of the scenario. However,
been frantically searching for the killer, but have up this amount of missing people will sooner or later
to this point been conned to psyching themselves up cause a stir, and the coterie is, possibly quite literally,
in a garage. is night, the murderer was spotted and cooked when it reaches Sam’s ears. If they kill only
the posse springs into action. Unfortunately for them, some of the posse and the rest escape, the manhunt
they are no smooth operators, and by the time they get is quickly on as the posse members spin their tales.
there, the coterie is there instead. Sam will have no option but to pull the characters
If the coterie spotted the posse in the previous out.
chapter, give them a minute or so to react before the The Storyteller should be merciless when it
hunters reach them. If not, the hunters storm them comes to the consequences of solving one’s problems
right on, having already seen them. with naked violence and wholesale butchery.
Just like before, and as described in the rules
above, ask each player what their characters do, and
then perform roughly three turns of combat, during If the scene took place early in the night, start the next
which smart players will likely tr y to escape. If things scene as soon as the players have had an hour or so to
are still not concluded, add one or two extra turns, catch their breath. If it took place late in the night, the
assuming the action is entertaining. Aer that, if the next scene starts as soon as the players wake up the
coterie is still trying to escape, let them escape, and next evening.
if they are holding out against the posse, the posse
retreats.
Te Posse
You as Storyteller will have to determine the
size of the posse depending on the diculty level
you want, but roughly six or so combatants is a good
number. Nevermind individual stats for the posse
members, instead use a xed number of dice for all
their rolls. If you as a Storyteller want to roll less dice,
you can also just assign the opposing NPC:s half their
pool (rounded up) in successes, and let only the players 5 It’s not like they know they’re ghting vampires, but hey - re
roll dice. works again st many thin gs, especi ally if you want to see th em bur n.
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■ If they are passive, the crowd eventually storms the Inventive coteries can probably come up with mo re
house and beats Harry into a coma, as above. At ideas.
this point the coterie can sneak up to Harry in the
commotion and nish the job with a Manipulation
+ Stealth (Diculty 3). What if the coterie ghts the mob?
■ If they try to rile up the crowd and make them kill That’s just silly. Either they are overwhelmed or kill
Harry, use Charisma + Performance (Diculty enough people to make the crowd ee, subsequently
3) or Manipulation + Performance (Diculty 4), becoming America’s most wanted, hunted by humans
depending on whether the characters talk directly and vampires alike. However, causing a ruckus to
to the crowd or hide among them, playing along. make the crowd target them instead is a viable dis-
At least two characters need to succeed to whip tractionary tactic.
the crowd up enough to make them do t he deed.
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Regardless of the outcome, a period of calm follows, As soon as they gain access, the characters realise
before the wheels of the world grind on and scene that the scene is indeed more elaborate, in a way
three begins (at least one night later). that provokes instant recognition. e body has been
staged, and extensively savaged, but in an attempt to
recreate something from the coterie’s past rather than
Scene Three: in rage. On the wall is a message that has baed the
police, but has great meaning to the coterie: “Four for
Fourth victim Four”. Chapter two ends immediately, as the coterie is
catapulted into the past.
Scene four also starts with a call from Webber: a
fourth victim has been found, and this time, there’s no
keeping the lid on. When the vampires were sleeping, a
janitor stumbled upon the corpse of Mike Clark, male
model and sex worker, in a suite at a nearby hotel. is
time, the coterie is told that the murder scene is more
elaborate and the police are all over it. Unfortunately,
Webber himself hasn’t got access.
is scene culminates with the “big reveal” of the
scenario, leading to the ashback in chapter three.
e main diculty lies in getting access to the crime
scene, which is cordoned o.
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V A MP I R E – T H E M A S Q U E R A D E
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V A MP I R E – T H E M A S Q U E R A D E
is chapter uses all the rules presented previously. Confrontation Climax
If the players seem keenest on exploring the moral-
ity of the scenario and don’t mind a climax with very
Scene one: little action, Martha puts up no physical resistance.
Instead, she tries to drive home and twist the knife of
What it is all about guilt and shame as much as possible. e coterie will
have to decide what to do with Martha: Give her to
Given that the coterie now knows that the killer is the authorities and the needle, risking that the events
connected to their own previous deeds, they should be from thirty years ago surface? Let her go, despite what
able to identify and track the murderer quite easily. she has done and the risk she poses? Kill her, while
Set the scene wherever the players desire, some staring into the mirror?
time aer the events in chapter two. Looking into the
identities of the victims of thirty years ago quickly Slasher Climax
reveals that one of them has a living relative who lives If the players seem to want to either give Martha up to
an hour’s drive away, and who has been conducting a Lector, or kill her, but would feel cheated of an action-
private investigation of the murders ever since. climax, you might arrange for a hate-and-desperation-
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fuelled battle between them and Martha. In order to Scene three: Conclusion
make a ght between an elderly human and four vam-
pires interesting, bring forth the great equalizer: re. is scene is for tying up any loose ends, and describ-
As the coterie conf ronts Martha she sets the house on ing what happens next, on a longer timescale. It need
re, which rapidly becomes a smoke and ame lled not be longer than a short description.
maze. Give Martha a combat pool of six dice and a Depending on the conduct of the coterie they will
health tracker of six. She ghts with a meat-cleaver (+2 either be lauded or chastised by Sam. In general, if
damage), and in order to attack her, characters need they have caused more ruckus than the original mur-
to rst succeed on a Resolve + Awareness roll (Di- ders (certainly a possibility for some player groups),
culty 4) to both locate her and steel themselves against Sam will be cross. If they have caused less, she will be
the vampiric instinct to ee re. ey have -2 dice satised, and if they have been smooth, she will even
to defences from Martha’s attacks, since she knows be nice.
the warren that is her house intimately and is able to Marcus is true to his word if they hand Martha
attack from surprising angles. All player characters over to him, and he now owes them. ey’ll have to
additionally suer one level of aravated damage per live with the fact that he will most likely subject Mar-
turn from re. tha to the most horric treatment, as well as use her
e coterie either ees the burning building with blood to dull his conscience when doing what he does.
Martha’s fate uncertain8, succumbs to Martha and the Depending on what they did with Harry, he will
ames, or kills Martha. A particularly poetic ending either be dead, in a coma, or miserable.
would have all the monsters perish in t he re. Most signicant, however, is how the player
characters have been changed by the ordeal, see the
epilogue below.
Collector Climax
If it seems that the characters are not handing Martha
to Lector and don’t want to kill her outright, Marcus
Lector comes to collect (even if they told him no previ-
ously). He gives them an opportunity to give Martha
up voluntarily, then attacks.
Marcus himself has seven combat dice and a health
tracker of eight. He also reduces all damage received
by two because of his vampiric resilience. He ghts
with a sabre (+3 damage). His goons have six dice and
health trackers of six, as well as body armor (convert
up to four points of aravated damage to supercial).
ey all use SMG:s (+2 damage).
Lector does not ght to the death, but retreats
with a promise to return if Impaired (see above) or if
he loses three or more people without any progress.
It is also more important for him to get away with
Martha than to destroy the characters.
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V A MP I R E – T H E M A S Q U E R A D E
Epilogue
Humanity ending
T here are two epilogues for “e Monster(s)”,
based on whether the characters embraced
their inner Beasts during the scenario, or if
they managed to hold them at bay. Take a few mo-
ments as a group and discuss which ending you think
Despite the many threats to it, the coterie has man-
aged to hold on to their humanity for another day.
Sooner or later, they will succumb - all vampires even-
the coterie deserves. Did the coterie express empathy tually do, but for now, there is a compromise between
with the murderer’s victims in chapter one? Did they themselves and their Beasts.
use their Disciplines to lord over others? Did they
gladly accept Marcus Lector’s oer? Did they express Paul
empathy with Harry? Did they butcher the posse in Hmm… perhaps the story that you are in is more com-
chapter two? Did they callously murder Harry? Did plicated than you thought? Can there be more than
they seem perturbed by the revelations in chapter one protagonist? Perhaps life does continue for people
three? What did they do at the conclusion in chapter that are no longer in your eld of view? How deep
four? Does wanting to do good matter if the results are does this rabbit-hole they call “the world” go, anyway?
bad? Is it a mitigating circumstance that the penalty ere must be patterns, yeees, patterns...
for disobedience for the coterie is very harsh?
Charles
Note: Vampire: the Masquerade has a Humanity sys- Doing the right thing is damn hard, that’s for sure.
tem which regulates how deeply into a bestial state a It’s like there is nothing completely black and white,
character has degenerated. Since this quickstart is a but rather shades of grey, and you have to work all the
stand-alone scenario, this system is abstracted here. time to see your path. Not you shouldn’t try, of course.
But one thing is certain: one day you are going to have
to pay for every life you take.
Aileen
Sometimes, if you concentrate real hard, it is almost as
if you could have it again, that spark. But… no. It was
lost with your heartbeat. Doesn’t mean you can’t still
inspire others, of course. Perhaps that is your fate: to
be the eternal muse.
Juana
e world of animals is better than the world of hu-
mans. But no matter how much you want it, you are no
animal. is curse of yours, it is something else, and
you can see it clearer than most when you look into
the mirror. e two worlds must be kept in check, in
balance, or disaster strikes.
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Beast ending
rough inaction, ineptitude or desire, the Beast has
been le free to revel in the coterie’s dark deeds, erod-
ing their humanity and bringing them closer to that
dark place where reason disappears entirely and the
vampiric nature lords supreme.
Paul
You knew it! It was about you all along! It was your
hand that turned the wheels of fate and brought it all
into motion! You were the start, the middle and the
end of it all! And now you know exactly how to shred
all such doubt in the future, how to irrevocably place
yourself in the spotlight. All you need is a blade… and
patterns.
Charles
ey are all sinners, all guilty. ere is no black or
white, only deep, sucking mud. You are in to your
knees already, but this is good, you are right where you
need to be. You are the cleaner, and the world is dirty.
Aer all, it isn’t you that’s locked onto this earth with
all of them, it is all of them locked onto this earth
with you!
Aileen
You see it now. e answer was right there. It lies in
the Clots - the special blood possessed by few, only a c-
cessible by the kill. But it can be cultivated, nurtured,
infused into the blood with much work. All you need
is a subject, and exclusive access. And motivation, of
course, and pain, essential ingredients of creativity.
Fortunately, you know exactly which buttons to push...
Juana
e world of humans must end. Alone, with the
animals, you will nally nd peace. ere can be other
vampires with you, of course, if they can subsist on
animal blood. ere will be others who see things your
way. Like rats you must all gnaw upon the roots of t he
world, until it topples back to nature.
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V A MP I R E – T H E M A S Q U E R A D E
Appendix
Whatever the story, you are its protagonist. All thin gs You sometimes get the feeling that Charles doesn’t...
happen for a reason, and that reason is you! You never understand. He is your main man, the Sundance to
question why, that’s just the way it is. If, sometimes, your Butch, but sometimes, it’s like he doesn’t under-
other people do not see it that way, you must make stand who’s who. He seems to have no t rouble letting
them understand, show them the obvious signs and go of the limelight, however, which suits you just ne.
patterns that others miss, which clearly show your
involvement in the plots around you. AILEEN
In an earlier life, you were an analyst, looking Every story needs a leading lady, and she’s it. Too bad
at nancial data and nding signs of malfeasance. she acts more like some sort of real artist than what
Important work, for sure, but oh so boring. So you you need: to make sure everyone understands your
started inven… eh, seeing patterns, shaping patterns, importance in the scheme of things. She really should
molding patterns… and then, one day, along came a put more eort into her role, and less into her art!
stranger and that was the start of a neverending story.
And let’s face it, stories are better at night anyway! JUAN A
e coterie you run with are your sidekicks. If it wasn’t for that occasion in your shared past, you’d
ey’re the supporting cast, mainly there to highlight spend very little time with this… thing. Once you
your presence in the story. You are loyal to them as made the mistake of looking beneath the rags, and
they are loyal to you, through deed and purpose. what you saw was evidently best le alone. She does
seem to care about you, but you care little for her af-
fections.
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Sense the unseen ■■ Te user can also actively provoke a premoni-
e senses of the vampire become attuned to dimen- tion by focusing on a subject, making a Rouse Check
sions beyond the mundane, allowing them to sense and rolling Resolve + Auspex. e number of successes
presences otherwise hidden from the naked eye. is determines the level of insight on the subject, if any.
can be anything from another vampire using Ob- ■■ Duration: Passive
evant pool. For example, detecting a vampire using ■■ Dice Pools: Charisma + Dominate vs Wits +
hidden supernatural entity, they roll Resolve + Auspex mortal victim. Clouding the memory of a resisting
similarly. victim or another vampire requires a Charisma +
■ Duration: Passive Dominate vs Wits + Resolve roll.
■■ Duration: Indenitely
Premonition
e vampire experiences ashes of insight. ese may
take the form of raised hackles, sudden inspiration
or even vivid visions. While never too precise, these
visions can nudge the vampire out of harm’s way or
reveal a truth previously overlooked.
■■ Cost: Free or one Rouse Check
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